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The Loser No 1 : Trapped Inside Alorexa
The Loser No 1 : Trapped Inside Alorexa
At the final stage of the Sixth Trial, Azzim and his friends are trapped inside the Gatekeeper’s Lair. It’s the lair of The Great Zarkhan, the final boss they need to kill to activate the portal gate to The Seventh Trial Realm. For some reason, they need to get to the Seventh Trial Realm to clear all the trials as a requirement to reclaim their freedom. But things don’t go as their plans. The four of them got crushed by The Great Zarkhan, An Ancient Class Dragon, The Gatekeeper of The Sixth Trial Realm. Even after Azzim successfully killed the boss, he and all of his team members are all in a dire condition, inflicted by Zarkhan's poisonous Nethertoxin. He manages to save all his friends by taking them out through the portal gate. But Azzim were stumbled and trapped, couldn't even move with HP lower than 1 %. Just as he is about to die, the system gives him a favor, a second chance to retake the trial with an unfavorable condition.
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Last man on earth when there is no earth?
Last man on earth when there is no earth?
Discovering that he is the last man… … he realized his life might not be so bad. But what’s the point if he’s trapped on that godforsaken planet? After a long bad day ending in the most unexpected way, a young man wakes up in an unknown location with most of his memories missing. Saved from dying as a pickled corpse by a strange alien he's then told that "Humans are a unisex species." and that he looks nothing like them. Apparently the human male population went extinct while he was asleep, leaving only females behind. Not only that but it seems he's stranded on an uninhabited planet with an alien as his sole companion. A new life. The burdens he has to shoulder couldn't outweigh his happiness at the chance to restart. But the more he learns about the universe around him the more he realizes. It's not always rainbows and sunshine.
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SCARVILLE- EVIL HAS NO LIMIT (HORROR)
SCARVILLE- EVIL HAS NO LIMIT (HORROR)
A group of people are forced to take shelter in Scarville, a city never found years ago after the Second World War. Sean Barnabas is led to an old abandoned house by the ghost of a child and tries to uncover the truth about Scarville's past. Sean finds himself at the orphanage with no door or window to exit. He fights off creatures until he encounters the illusion of a young girl being harassed by security guards. Sean learns the shocking truth about the mayor's connection to the children's deaths and decides to reveal the truth. Will Sean be able to reveal the truth to everyone? Will SCARVILLE be free from their curse after realizing the truth? or Sean will have to sacrifice his life in the process of finding the truth?
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Euthenasia no Euphoria
Euthenasia no Euphoria
Euphemia, the youngest daughter from Altair's Clan was caught in a tragedy, as their old house was turn into hellish pit of fire. After the incident she was shortly taken by the Chasseur to become a soldier of the great empire.  Many years passed, the young lady graduated from the Chasseur's school and descended to the surface. She was partnered with Sekki to do some job to the surface such as bounties and requests related to the Schatten, after awhile, she run into Haoxi, her childhood friend who was accomplices with the people who were against with the Empire. Euphemia was determined to stop him by formally joining the Empire force to track him down, and the longer she stayed on the same trail as these people, the closer she got to the truth she was looking for regarding Sabrie's tragedy.
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C.E.N.T.U.R.Y: No Escape.
C.E.N.T.U.R.Y: No Escape.
In a world where sinister forces reign, Jake Willson, a 19-year-old from London, finds himself entangled in a horrifying game orchestrated by the notorious C.E.N.T.U.R.Y organization. Little did he know that this wicked game would lead him to make friends with, 18 year old Sarah West and 19 year old Mark Smith, both residents of New Orleans. Before their abduction, Jake, Sarah, and Mark were living ordinary lives, unaware of the darkness that awaited them. Suddenly, they wake up disoriented and frightened, confined to a mysterious room where they meet 97 other captives who are being subjected to a series of 100 deadly escape rooms, designed solely for the sadistic pleasure of C.E.N.T.U.R.Y. As the trio progresses from one treacherous room to another, they rely on their unique skills and resourcefulness to survive. Each room presents its own challenges and moral dilemmas, testing their friendship as they grapple with decisions that could mean life or death for themselves and their fellow captives. Their friendship and trust is being tested, when a traitor arises between them. The challenges escalate, and with each deadly encounter, the tension within the trio grows. Trust becomes a fragile thread as they face moments of suspense, overcome booby traps, and confront formidable enemies lurking within the rooms. Even more devastating, a traitor emerges from their ranks, intensifying their paranoia and desperation. Ultimately, the game reaches its climactic final room, where Jake and Sarah uncover a shocking truth—Mark, their trusted teammate, is the CEO of C.E.N.T.U.R.Y. In a gritty battle fueled by cunning tactics and unwavering determination, they outsmart their former ally, escape the final room, and expose the dark intentions of C.E.N.T.U.R.Y to the world.
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No Way Out: The Mystic Sword of the Horror Island.
No Way Out: The Mystic Sword of the Horror Island.
A middle-class game lover creator Hayden Willard who retired as a businessman now a gamer agrees in all circumstances to make an exciting family gaming experience to play. In the creation of multiple levels and a remote environment inside the game; there was mostly impossible to get out of it. Eventually, his intention of a relaxed adventure game goes wrong when this game and the character come alive and take him and his family into the game world to defeat the unbeatable villain who intends to take the whole world and at the same time desperate to kill all humanity. Hayden, and his family, must have to protect and journey beyond the human world in a search of a way out from the game world and end the game forever…
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No Name
No Name
"A man, a creature of the wild... An animal that can't be tamed, an entity that can strike with precision, an entity capable of anything, a creature that dares to push your life to the edge... A solitary figure who desires only one thing in his entire existence... Revenge..."
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Zombies Territory: A place of no return
Zombies Territory: A place of no return
Slaves are given an opportunity to be set free. But the road to freedom is never easy. They were given one mission to get the buried golds of the late Mr Fu's house. Unfortunately, the house is located in the capital of the country that is now popularly known to the world as Zombies Territory. It is also a place of no return to those who went in. All for the sake of freedom, all for the sake to get back their lives, will the slaves survive this deadly mission? Find out on Zombies Territory: A place of no return
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THE FOOTPRINTS. Journey of no return.
THE FOOTPRINTS. Journey of no return.
In the quiet town of Crestwood, nestled deep within the heart of the Appalachian Mountains, a chilling legend had haunted the residents for generations. It was a tale that sent shivers down spines, a story spoken in hushed tones around flickering bonfires on the night of the autumn equinox—a night when the boundary between the known and the unknown blurred, and the very air seemed charged with an eerie energy. The legend spoke of the "Footprint," an enigmatic and unsettling phenomenon that occurred like clockwork, as reliable as the seasons themselves. Every year, on that fateful night, the Footprint would reappear, etching itself into the rocky soil near the edge of town. It was a single, enormous footprint, larger than any man's, with distinct arches and toes that appeared impossibly human. And yet, it was a relic from the past—a past filled with mystery, uncertainty, and dread. What secrets did the otherworldly glow and the reemergence of the Footprint hold?
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